VVWith three players (or less) in a LAN race, it works perfectly.
But with four players, the game loses in graphic quality : permanent "vibrations" appear on the screen with frame rate problems (a kind of judder effect).
And with five or six players, the lag is permanent during all the race : it's not really playable.
The problem don't come from the network equipement. We have made two IP subnetworks (3 players for each) on the same physical LAN, and no lag appears when the two races are running in the same time.
So to have good conditions in a LAN race, the number of players should not exceed .. three.
- The first time, we have put the 6 players on the same subnet. The result is a laggy game.///M-SpecVV, was there a reason you put 3 users in one subnet and 3 in another subnet? This set up suggests to me that your LAN setup was in fact the bottleneck and the cause of your performance issues. If you have two subnets, each network packet would have to be routed from one logical network to the other by a router --even though they were on the same physical network -- a slow or busy router can easily be overwhelemed by all the game overhead.
Your statement that with 3 players it the game ran well, but with more than 3 it did not would also suggest your logical subnetting was the problem. Have you tried all 6 users on the same IP subnet?
M
VV- The first time, we have put the 6 players on the same subnet. The result is a laggy game.
- The second time, we have put 5 players on the same subnet. The result is a laggy game.
- The third time, we have put 4 players on the same subnet. The result is a lagfree game, but with "vibrating" screens.
- The fourth time, we have put 3 players on the same subnet. The result is a lagfree game, with normal screens.
- The fifth time, we have put 3 players on a subnet, and the 3 others players on another subnet. The result is two lagfree games, with normal screens (two simultaneous races).
Is that clear ?
VV- The first time, we have put the 6 players on the same subnet. The result is a laggy game.
- The second time, we have put 5 players on the same subnet. The result is a laggy game.
- The third time, we have put 4 players on the same subnet. The result is a lagfree game, but with "vibrating" screens.
- The fourth time, we have put 3 players on the same subnet. The result is a lagfree game, with normal screens.
- The fifth time, we have put 3 players on a subnet, and the 3 others players on another subnet. The result is two lagfree games, with normal screens (two simultaneous races).
Is that clear ?
Yeap, that's the same trouble.SaintKamusthese "vibrating screens", are they the same kind of slowdown you get sometimes in single player (this happens since prologue, and on the TGS demo it happens sometimes too.)
A Netgear switch 10/100 mb/s. That means 100 mb/s for each port, so for each PS2 (of course we have checked the led on each port of the switch).LoudMusicMy next question, though, would have to be "What kind of networking equipment are you using?"
The lagfree races with 3 players have been made with the same version version of GT4 (one race with the 3 chinese versions, and the other one with the 3 japanese versions).yesterdaylightI heard that people in Japan had been running 6 player games with NO LAG on XLINK, which leads me to believe the lag may actually be attributed to the fact that you guys are using different versions of GT4...
VVYesterday night, like each month, with Pricer and some other friends, we held a GT party near Paris to play some races on a local network.
It was the first time with GT4 : six PS2 with six games (3 japanese and 3 chinese).
The different versions of the game are compatible in the LAN mode, it's a good point.
With three players (or less) in a LAN race, it works perfectly.
But with four players, the game loses in graphic quality : permanent "vibrations" appear on the screen with frame rate problems (a kind of judder effect).
And with five or six players, the lag is permanent during all the race : it's not really playable.
The problem don't come from the network equipement. We have made two IP subnetworks (3 players for each) on the same physical LAN, and no lag appears when the two races are running in the same time.
So to have good conditions in a LAN race, the number of players should not exceed .. three.
I don't understand how PD and Sony can distribute an unfinished and untested game like GT4.
I hope that it could be corrected for the US ans EU releases, but I don't think so, it's probably too late.
Shame on you Yamauchi San. 👎
VV- The first time, we have put the 6 players on the same subnet. The result is a laggy game.
- The second time, we have put 5 players on the same subnet. The result is a laggy game.
- The third time, we have put 4 players on the same subnet. The result is a lagfree game, but with "vibrating" screens.
- The fourth time, we have put 3 players on the same subnet. The result is a lagfree game, with normal screens.
- The fifth time, we have put 3 players on a subnet, and the 3 others players on another subnet. The result is two lagfree games, with normal screens (two simultaneous races).
Is that clear ?
Bonsai@Minnesota01R6 Oh i did not know that. Could you post a source for that ?
JohnBM01To be honest, I haven't seen much in the way of LAN threads since the whole world felt shafted as not having online play. My guess is probably about the game should be all the same version. Either that, or I don't know. I'm sorry. I'm not the multiplayer pro.
The sort of multiplayer problems PD were trying to correct seemed to have hurt than helped in the multiplayer department. As I've stated in the past, I don't think the GT series was meant to be a multiplayer-ready game like the Unreal Tournament/Championship series. They tested the waters and by ditching the project for the upcoming build, I guess it's kind of left some multiplayer fans left out. I'm going to go with LoudMusic on this one, saying that I don't know a lot about this issue. If you want to enjoy LAN play with GT4, kind of go with LoudMusic on this one.
Oh, and one more thing. At least PD tried, so the "shame on you Yamauchi-san" was nothing more but a unnecessary low blow, or in other terms, a cheap shot.
JohnBM01To be honest, I haven't seen much in the way of LAN threads since the whole world felt shafted as not having online play. My guess is probably about the game should be all the same version. Either that, or I don't know. I'm sorry. I'm not the multiplayer pro.
The sort of multiplayer problems PD were trying to correct seemed to have hurt than helped in the multiplayer department. As I've stated in the past, I don't think the GT series was meant to be a multiplayer-ready game like the Unreal Tournament/Championship series. They tested the waters and by ditching the project for the upcoming build, I guess it's kind of left some multiplayer fans left out. I'm going to go with LoudMusic on this one, saying that I don't know a lot about this issue. If you want to enjoy LAN play with GT4, kind of go with LoudMusic on this one.
Oh, and one more thing. At least PD tried, so the "shame on you Yamauchi-san" was nothing more but a unnecessary low blow, or in other terms, a cheap shot.
yesterdaylightJust to add a useful tidbit, I heard that people in Japan had been running 6 player games with NO LAG on XLINK, which leads me to believe the lag may actually be attributed to the fact that you guys are using different versions of GT4... considering 6 players over an even laggier network (xlink) were able to play a no lag game, and it's likely that they all had the same version. just my thoughts. later.
Minnesota01R6John, are you on drugs? I read your post for 20 minutes and I still can't make sense of it. What was the point of all that?
tho it seems you all now suspect it was the Chi/Japanese versions having trouble with each other, i'll just point out that it's no good the switch's ports supporting 100mbit/s connections if the circuitry won't support every port having a constant datastream and soforth at its maximum capability... I.E. the backbone speed of the switch itself.VVA Netgear switch 10/100 mb/s. That means 100 mb/s for each port, so for each PS2 (of course we have checked the led on each port of the switch).
How do you know?stefmeisterThe American & European version of GT4 Will NOT be compatible with the Japanese & Chinese versions of the game as the new release of the game will not only have extra cars but also a few new options.
stefmeisterThe American & European version of GT4 Will NOT be compatible with the Japanese & Chinese versions of the game as the new release of the game will not only have extra cars but also a few new options.